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PF2e Battlecry Guide
pathfinder 2e

PF2e Battlecry Guide

15 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Battlecry

The short answer

Battlecry! is Pathfinder 2e's war-and-battlefield expansion: use Commander, Guardian, and Jotunborn in ordinary adventures when they fit the party, then add archetypes, troops, siege scenes, skirmishes, and war-campaign tools when the campaign gives them meaningful objectives and consequences.

Introduction

Battlecry is Pathfinder 2e Remastered's war table book. It adds two classes, one ancestry, a stack of battlefield archetypes, followers, battle magic, siege rituals, siege gear, troops, garrisons, skirmish rules, and advice for campaigns where armies and objectives matter.

On this page

  • Introduction
  • What Battlecry adds
  • Who should use Battlecry
  • Adoption models
  • Guide index
  • Player options review
  • Commander
  • Guardian
  • Jotunborn
  • Battlecry Archetypes
  • GM options review
  • Skirmish Warfare
  • Troops And Garrisons
  • Siege Weapons And Battle Vehicles
  • War Campaigns
  • Magic and equipment
  • How it fits with the core books
  • What to skip or delay
  • Hot Take
  • Best starting paths
  • GM advice
  • Final notes

A Commander signals a retreat across a storm-damaged river crossing while a Guardian and Jotunborn hold back enemy troops.

The important word is "war," not "bigger." Battlecry is not just a damage upgrade for normal encounters. It asks different questions: who gives orders, who protects the line, what the enemy is trying to seize, which allies can be saved, which wall falls first, and what the battle costs after initiative ends.

Use this hub with the main PF2e guide hub, classes, ancestry guides, archetypes, combat, equipment, GM resources, Monster Core, spell guides, and rules.

What Battlecry adds

AreaWhat it addsSite home
ClassesCommander and GuardianClasses
AncestryJotunborn, a giant-linked ancestry with strong table-presence questionsAncestry guides
ArchetypesCommander multiclass, Guardian multiclass, Captain, War Mage, Guerrilla, Field Propagandist, Aldori Duelist, Crossbow Infiltrator, Iridian Choirmaster, Munitions Master, and NecrologistBattlecry archetypes
Combat systemsSkirmish warfare, battlefield objectives, troop-facing play, and larger-scale tactical encountersCombat
GM toolsWar campaigns, garrisons, military pressure, and campaign structure for armed conflictGM guide
MonstersTroops, garrison play, and group enemies that let armies appear without running fifty separate stat blocksMonsters
EquipmentSiege weapons, battle vehicles, banners, whetstones, and war-facing gearEquipment
MagicBattle magic and siege rituals for formation, fortification, morale, and battlefield-scale problemsSpell guides

Who should use Battlecry

Table typeRecommendationWhy
New PF2e tableUse lightlyAdd Commander or Guardian only after the table understands the three-action economy, reactions, conditions, and shields
Tactical veteransStrong addThe book rewards players who already care about positioning, timing, Aid, movement, terrain, and target priority
War campaign GMsCore addSkirmishes, garrisons, troops, siege scenes, and war campaign advice give you procedures instead of vibes
Dungeon crawl onlySelective addCommander, Guardian, Jotunborn, and some archetypes still work, but siege and war tools may sit in the bag looking heroic and unemployed
Political or faction campaignStrong addField Propagandist, Captain, war councils, garrisons, morale, and occupation play all want social consequences

If the campaign never asks "what is the army doing?" you can still use the classes. If the campaign often asks "what happens to the army if the PCs fail?" Battlecry becomes much more valuable.

Adoption models

You do not need to open the entire book at once.

Adoption modelWhat you allowBest for
Character options onlyCommander, Guardian, Jotunborn, and selected archetypesNormal adventure paths or home campaigns that want new PC builds
Tactical party layerCommander, Guardian, battle archetypes, banners, whetstones, and battle magicGroups that enjoy formation play and teamwork
War set piecesSkirmish warfare, troops, siege weapons, battle vehicles, and siege rituals for specific chaptersCampaigns with occasional battles, fort assaults, or defense missions
Full war campaignWar campaigns, garrisons, factions, supply, followers, skirmishes, sieges, and military politicsStories about rebellion, invasion, occupation, crusade, or state-level conflict
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Guide index

GuideUse it for
Commander Class GuideIntelligence-based battlefield leadership, tactics, signals, banners, and party coordination
Guardian Class GuideStrength-based armor play, Taunt, Shield Block, Intercept Attack, and ally protection
Jotunborn Ancestry GuideGiant-linked ancestry hooks, big-body fantasy, heritage picks, and session-zero expectations
Battlecry ArchetypesCommander multiclass, Guardian multiclass, Captain, War Mage, Guerrilla, Field Propagandist, Munitions Master, and more
Skirmish WarfarePC-led battlefield scenes, objectives, squads, formations, terrain, and troop pressure
War CampaignsCampaigns where armies, fronts, morale, supply, occupation, and strategic consequences matter
Troops and GarrisonsTroop creatures, garrison use, group enemies, and battlefield opposition
Siege Weapons and Battle VehiclesCrewed gear, fortification attacks, vehicle scenes, battlefield movement, and objectives
Banners and WhetstonesMartial support treasure, battlefield identity items, and consumable war upgrades
Battle MagicFormation support, terrain control, morale pressure, and encounter-scale magic
Siege RitualsLong-form magic for walls, wards, armies, fortresses, and strategic consequences

Player options review

Commander

Commander is the book's cleanest expression of battlefield play. It uses Intelligence, Society, Warfare Lore, prepared tactics, a customized banner, drilled reactions, and command-driven action economy to make the party fight like a unit.

The class is strongest when the party listens. That sounds obvious, but it is the whole class. A Commander in a coordinated group feels like a tactical engine. A Commander in a party where everyone wanders off to duel their favorite enemy becomes a very tired person holding a flag.

Best fits:

Party needWhy Commander helps
Better positioningTactics can help allies move, prepare, or exploit openings
More teamworkThe class rewards the group for planning turns together
Battlefield knowledgeIntelligence, Society, and Warfare Lore make command scenes more than charisma yelling
Skirmish leadershipBattlecry's troop and skirmish systems give Commander a natural spotlight

Use Commander with reactions, action compression, flanking and positioning, Society, and Lore.

Guardian

Guardian is the other headline class, and it is much easier to use in ordinary adventuring. It is a Strength-based defensive class built around armor, Shield Block, Taunt, guardian techniques, and Intercept Attack.

Guardian changes enemy incentives. Taunt and protection tools ask enemies to choose between attacking the armored problem and accepting consequences for targeting someone else.

Best fits:

Party needWhy Guardian helps
Backline protectionGuardian can make attacks against casters and healers less attractive
Shield-heavy front lineShield Block and armor support the bodyguard plan
Enemy control without spell slotsTaunt and positioning create pressure without needing a control spell
Objective defenseThe class is excellent when someone or something must survive

Use Guardian with shields and Shield Block, armor, movement actions, conditions, and encounter building.

Jotunborn

Jotunborn are giant-linked humanoids with a big narrative footprint. Battlecry ties them to titan blood, the Fray, iivlar silk, clan duty, and post-Godsrain displacement. Their heritages push different angles: keeper, plane-hopper, sage, warrior, and weaver.

Confirm that the campaign has room for an ancestry whose body, history, and giant-adjacent identity are visible.

Best fits:

Character planWhy Jotunborn fits
Guardian, Fighter, Barbarian, ChampionBig defensive or martial presence plays naturally
Commander or face buildsClan duty and visible heritage can anchor leadership scenes
War campaignsDisplacement, service, family, and military pressure give the GM hooks
Mythic or divine fallout storiesTheir post-Godsrain context connects well to larger Remaster-era events

Use Jotunborn with the ancestry hub, heritage guide, war campaigns, and session zero.

Battlecry Archetypes

The Battlecry archetypes guide is where the book gets broad. Commander and Guardian multiclass options are the easiest to recommend. Captain, Guerrilla, Field Propagandist, War Mage, Munitions Master, Necrologist, Aldori Duelist, Crossbow Infiltrator, and Iridian Choirmaster are more campaign-sensitive.

Quick read:

Archetype laneBest when
Commander multiclassA non-Commander wants tactics, banner support, and battlefield leadership
Guardian multiclassA non-Guardian wants armor, Taunt, and bodyguard tools
CaptainFollowers, command structure, downtime, and military authority matter
GuerrillaThe campaign has ambushes, terrain, sabotage, scouts, and occupation pressure
Field PropagandistFactions, morale, public opinion, and reputation matter
War MageA Wizard wants battlefield armor, war magic, and formation play from level 1
Munitions MasterAn Inventor wants a siege-flavored build with real setup costs
NecrologistThe table wants rare, undead-facing battlefield magic and has GM approval

GM options review

Skirmish Warfare

Skirmish warfare is Battlecry's answer to "how do PCs matter in a larger battle without making everyone play a separate wargame?" It lets PCs lead troop creatures, form bonds with units, pursue objectives, and fight battles where the army exists at table scale.

Use it when the battlefield has:

ElementWhy it matters
ObjectivesCapture the bridge, hold the gate, rescue the signal crew, break the ritual, or escort the siege engine
TerrainTrenches, walls, smoke, rubble, fires, difficult ground, elevation, and choke points
TroopsThe army is present without tracking dozens of individual creatures
ClocksReinforcements, collapsing defenses, ammunition limits, morale breaks, or ritual timers
ConsequencesVictory should change the map, faction position, treasure access, or campaign pressure

Skirmish warfare is excellent in small doses. Run it every session and it can become homework with initiative. Use it when the battle deserves the camera.

Troops And Garrisons

Troops and garrisons connect Battlecry to Monster Core. Troops represent groups as a single creature with multiple battlefield spaces, HP thresholds, area-effect vulnerability, and different movement assumptions. Garrisons give GMs ways to make defended places feel staffed and dangerous.

Core advice:

GM taskBest practice
Use troops as set piecesA troop should change positioning, not just occupy more squares
Reward area effectsTroops are one of the places where blasts, bursts, lines, and multi-target pressure feel excellent
Still use level mathDo not ignore encounter budgets because the enemy is "just soldiers"
Give troops behaviorMorale, orders, formations, retreat, reinforcements, and terrain should matter
Avoid clutterOne troop plus officers is usually cleaner than many small creatures plus a troop plus hazards plus a siege engine plus a partridge in a paperwork tree

Use troops with creature traits, stat blocks, encounter use, and battle magic.

Siege Weapons And Battle Vehicles

Siege weapons and battle vehicles are scene objects. Treating them as ordinary weapons undersells them and slows the game. Their best use is as an objective, hazard, timer, or terrain feature.

Good siege scenes ask:

QuestionExample
Who crews it?PCs, allied troops, enemy engineers, charmed workers, desperate civilians
What stops it?Sabotage, battlefield control, killing the crew, destroying ammunition, magic wards
What does it threaten?Gate, bridge, wall, ritual site, evacuation path, supply wagon
What happens if it fires?Not just damage: panic, breach, separated party, lost position, new map
How do PCs interact?Load, aim, launch, defend, repair, sabotage, redirect, board, or escape

Pair these with GM hazards, GM subsystems, movement actions, and treasure by level.

War Campaigns

War campaigns are where Battlecry either shines or becomes too much. The campaign needs fronts, commanders, political pressure, logistics, allies, enemy doctrine, meaningful losses, and enough downtime for victories to echo.

Use GM Core procedures as the backbone: session zero, subsystems, social encounters, skill DCs, treasure by level, and encounter building. Battlecry supplies the war lens; GM Core keeps the table from drifting into "and then the GM narrates six armies for forty minutes."

Magic and equipment

Battlecry's magic and gear are best when they solve battlefield problems, not when they imitate normal adventuring gear.

OptionBest useRelated guide
Battle magicSupport formations, change terrain, influence troop fights, pressure morale, and protect alliesBattle magic
Siege ritualsLong-form magic for walls, fortifications, mass defense, and strategic scenesSiege rituals
BannersParty identity, aura-style support, command visuals, and martial treasureBanners and whetstones
WhetstonesConsumable martial support when weapon users need a temporary edgeConsumables
Siege gearFortification attacks, defensive batteries, mobile objectives, and crew scenesSiege weapons and battle vehicles
Shields and armorGuardian, Commander, War Mage, and defensive battlefield rolesShields, Armor

For casters, do not forget normal staves and wands, arcane spells, divine spells, occult spells, and primal spells. Battlecry adds war tools, but a wall of soldiers still respects a well-placed control spell.

How it fits with the core books

Battlecry works because the Remaster core already handles the fundamentals.

SourceWhat it contributes to Battlecry play
Player CoreThree actions, reactions, Shield Block, Aid, Take Cover, conditions, dying, Treat Wounds, Recall Knowledge, rituals, spell traditions, and equipment basics
Player Core 2More party shapes: Alchemist supplies, Barbarian pressure, Champion defense, Investigator scouting, Monk mobility, Oracle divine risk, Sorcerer spell coverage, and Swashbuckler movement
GM CoreEncounter budgets, DCs, treasure, hazards, Hero Points, subsystems, influence, research, chases, infiltration, reputation, leadership, hexploration, and vehicles
Monster CoreCreature traits, monster roles, elite and weak adjustments, monster families, stat-block reading, and behavior that makes battlefields feel alive
BattlecryCommander, Guardian, Jotunborn, war archetypes, followers, battle magic, siege rituals, siege weapons, battle vehicles, armory options, skirmish warfare, garrisons, and war campaign framing

The safest operating rule: let GM Core decide the procedure, Monster Core decide the enemy behavior, Player Core decide the action rules, and Battlecry decide the battlefield wrapper.

What to skip or delay

OptionDelay if
Full skirmish warfareThe group is still learning normal combat or does not like managing objectives
Troop-heavy sessionsThe party lacks area effects, battlefield movement, or patience for unusual creature footprints
Siege ritualsThe campaign has no downtime, fortifications, armies, or strategic magic consequences
Captain followersThe table dislikes NPC sidekicks or already has too many companions, summons, and pets
Field PropagandistThe campaign has no public opinion, faction reputation, or morale pressure
Munitions MasterThe player expects a normal Inventor with a free mortar rather than a build-defining class archetype

Hot Take

Battlecry pays off when the table treats it as a campaign dial. Commander rewards a group that coordinates, while Guardian drops cleanly into ordinary adventure play. Start with one class, a meaningful battlefield objective, or an occasional troop scene; let troops reward area control and let a siege engine become a problem to stop rather than another Strike. Add faction, follower, guerrilla, propaganda, and siege-focused archetypes only when the campaign offers missions where they matter. A war story also needs aftermath - morale, prisoners, damaged defenses, lost allies, and political consequences - so leaving out systems that do not serve the campaign is good curation.

Best starting paths

GoalStart here
"I want to lead the party"Commander, Commander feat guide, battlecry archetypes
"I want to protect allies"Guardian, Guardian feat guide, shields
"I want giant-blooded ancestry play"Jotunborn, ancestry guides, heritage guide
"I want a war campaign"War campaigns, skirmish warfare, troops and garrisons
"I want siege scenes"Siege weapons and battle vehicles, siege rituals, hazards
"I want battlefield magic"Battle magic, combat spells, rituals

GM advice

Battlecry asks for clearer encounter goals than normal monster fights. Before running a Battlecry-heavy scene, write one sentence for each of these:

Prep questionGood answer
What is the objective?Hold the gate for four rounds while civilians evacuate
What is the enemy plan?The troop pins defenders while saboteurs open the west tower
What makes the terrain matter?Smoke blocks long sight lines and rubble splits the battlefield
What changes on round 3?Enemy reinforcements arrive unless the signal drum is destroyed
What happens if the PCs win?The city keeps its outer wall and gains morale
What happens if they lose?The army breaches the district and the next session starts in retreat

That is enough. You do not need a dissertation on grain shipments unless the campaign is explicitly about grain shipments, in which case, congratulations, your villain is logistics.

Final notes

Use Battlecry when the campaign wants coordination, pressure, and consequences. Use Commander and Guardian freely if the player wants those roles. Use the bigger systems when the story earns them.

Return to the PF2e guide hub, PF2e classes, PF2e archetypes, or PF2e GM guide.

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